25 #include "CoreMinimal.h"
27 #include "GameFramework/PawnMovementComponent.h"
37 #include "RobotVehicleMovementComponent.generated.h"
101 AActor* MovingPlatform =
nullptr;
110 FVector LastPlatformLocation = FVector::ZeroVector;
119 FQuat LastPlatformRotation = FQuat::Identity;
154 TObjectPtr<URRFloatingMovementComponent> AIMovementComp =
nullptr;
169 void InitAIMovementComp();
185 virtual void SetUpdatedComponent(USceneComponent* InNewUpdatedComponent)
override;
196 FVector AngularVelocity = FVector::ZeroVector;
211 FVector DesiredMovement = FVector::ZeroVector;
222 FQuat DesiredRotation = FQuat::Identity;
237 float RayOffsetUp = 10.f;
250 float RayOffsetDown = 20.f;
261 bool bAdaptToSurfaceBelow =
true;
278 virtual void Initialize();
289 int8 InversionFactor = 1;
308 virtual void InitData();
317 void SetMovingPlatform(AActor* platform);
326 bool IsOnMovingPlatform();
335 void RemoveMovingPlatform();
350 float MinDistanceToFloor = 0.f;
361 float FallingSpeed = 100.f;
408 virtual void TickComponent(
float DeltaTime,
enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
override;
444 virtual void UpdateMovement(
float InDeltaTime);
455 float LogLastHit = 0.f;